171 research outputs found

    Kodinportti Mobile user interface usability research and redesign

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    Abstract. Usability is described as follows “The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use”. Usability plays a crucial role in the success of interactive products and services. With good usability can be achieved an important competitive advantage in an ever-growing market if it is involved in software products development life cycle. User experience (UX) is based on people’s expectations and the following emotions and it involves extensively everything that happens outside the screen. UX design aims to emphasize features that are bringing pleasure in addition to practicality. Usability evaluation is easy and very cost-effective way to analyze user interface and find possible usability problems. In general, the empirical methods like heuristic evaluation and usability testing are the most used and principal means to evaluate user interfaces. This thesis focuses on exploring the usability of Kodinportti Mobile application. The motivation for the study is to improve its user interface (UI) more user-friendly using usability research methods that include heuristic evaluation, usability testing, and user experience research. The practical work in the study is responsible by the University of Oulu usability testing course student group and the group also reports the results of research. The goal of the study is to redesign the app’s UI. Kodinportti Mobile is designed to meet the needs of the residents of the housing association and serves as a supplement to the electronic bulletin board for the residents. Mobile application UI design applies the same basic guidelines as any other UI design process and in mobile application UI design, it is often recommended to keep it simple as possible and cut out as much as possible. The results of usability research revealed several flaws in the apps usability and user experience. In the final phase of the thesis, the concept plan of new UI was designed based on the research results. There was also a perception during the process that it would be recommendable that designers are involved in all stages of the process. That would improve the process and minimize the possibility of misunderstandings during the process, which will certainly have a positive impact on the result

    An Open Learner Model Dashboard for Adaptive Learning

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    The thesis describes the design process of the independent OLM dashboard, MittFagkart, that visualizes student activity data across digital math tools used in Norwegian classrooms for teachers.Masteroppgave i informasjonsvitenskapINFO390MASV-INF

    Creating a modern and responsive customer tracking dashboard

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    Much of the success of many businesses is based on understanding the customer’s interests and needs and working to improve the service or product offering based on this knowledge. For many big businesses this is relatively straightforward, as many tools are offered that can help them gather and analyse this information. For small and medium businesses, however,such an understanding may be much harder to achieve. Many of the tools and services do not fit into their available budget and might not bring in the results that would justify the expense. This thesis project was commissioned by 1UP Media, which, through their Lumi platform, offers a low cost, user-friendly, modular service for such businesses.  The thesis briefly introduces the company, the theoretical background and the technologies used in the implementation of the design for the Lumi platform people counting tool UI, such as Sass and Flexbox. Additionally, it explains the methodology, User Centred Design, and analyses the feedback received from live testing. The objective was to create a dashboard which would allow the data to be visualized, to ensure the understanding of the end user. In this thesis project, the User Centered Design framework is used. The user-centered approach is one of the most popular frameworks to use when designing a new application or a website. It has a semi-cyclical approach, allowing a close interaction with the client for constant improvement before a pilot is conducted. By maintaining this closeness with the client, it is possible to reach the most satisfactory and most user-friendly end product, therefore the overall quality can be ensured.  As the result of this thesis, a pilot version of the designed application was completed and prepared for further improvements based on any additional user feedback. This fulfills the requirements set at the beginning of the project and the additional requirements set after the first live testing. These requirements mainly focused on making the application modern, responsive and easy to modify were the need for rebranding to arise. These were achieved through the research of the appropriate literature and application of the gained knowledge from this theory to the product, improving the design as issues were brought up in the first live test. As the application improves and expands, further changes may be required, causing the design to change to accommodate the needs. Asiakastarpeen täyttyminen on ensisijaisen tärkeää liiketoiminnan kannalta. Asiakastarpeen ymmärtäminen auttaa yrityksiä parantamaan tuotteitaan ja palveluitaan. Asiakaskäyttäytymiseen liittyvän tiedon keräämiseen ja analysoimiseen on olemassa työkaluja, mutta ne ovat suunnattu suurille yrityksille. Pienille ja keskikokoisille (PK-yrityksille) asiakastiedon kerääminen on huomattavasti hankalampaa. Olemassa olevat työkalut ovat joko liian kalliita, tai eivät tuota käyttökelpoista tietoa PK-yrityksille. Tämä on ongelma, johon opinnäytetyön asiakas 1UP Media OY tarjoaa ratkaisun; Lumi-alustan. Lumi-alusta on edullinen, käyttäjäystävällinen ja joustava palvelu PK-yrityksille. Tämä opinnäytetyö koostuu seuraavista osioista; aluksi esitellään asiakas ja käydään aläpi teoreettininen tausta ja visuaalisessa suunnittelussa käytetyt teknologiat, kuten Sass ja Flexbox. Tämän jälkeen opinnäytetyö käsittelee käyttäjälähtöistä suunnittelua – metodologiaa, johon opinnäytetyön visuaalinen suunnittelu perustuu. Lopuksi analysoidaan testauksessa mukana olleiden asiakkaiden palautetta. Opinnäytetyön tavoitteeksi on asetettu käyttäjäystävällisen hallintapaneelin suunnittelu, jonka avulla loppukäyttäjän on mahdollista visualisoida ja tulkita asiakastietoa. Tämä opinnäytetyö pohjautuu käyttäjälähtöinen suunnittelun viitekehykseen. Tämä on yksi suosituimmista lähestymistavoista uusia verkkosivustoja tai sovelluksia suunniteltaessa. Käyttäjälähtöisen suunnittelun viitekehys perustuu jatkuvaan yhteistyöhön asiakkaan kanssa ja se mahdollistaa jatkuvan kehityksen jo ennen ensimmäistä pilottiversiota. Lopputuloksena on pilottiversio hallintapaneelista ja tuote on valmis muokattavaksi asiakkaan palautteen perusteella. Tuote täyttää projektin alussa asetetut vaatimukset, sekä lisävaatimukset, jotka asetettiin ensimmäisen live-testauksen jälkeen. Vaatimukset keskittyivät pääasiassa tuotteen responsiivisuuteen, nykiaikaiseen ulkoasuun, sekä helppoon muokattavuuteen. Vaatimukset täytettiin tukeutumalla teoreettiseen viitekehykseen ja jatkuvaan asiakaspalautteeseen

    KEER2022

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    Avanttítol: KEER2022. DiversitiesDescripció del recurs: 25 juliol 202

    Persuasive by design: a model and toolkit for designing evidence-based interventions

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    UX Requirements Engineering in Network Management Software Development: Case study in Finland

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    UX development for enterprise software is often challenging and in complex business environments like telecommunication industry the challenge level is extreme. Complex products such as network management systems are used by engineers in network operations centers to manage vast and complex radio access networks. As these networks are part of critical infra-structure for many nations, the communication between vendors and customers is often bureaucratic, and the software development process is handled by a complex organization the UX research and development must adapt to the challenge level. This thesis is a case study of a major telecommunications equipment vendor which is struggling with the mentioned challenge. UX research and development has traditionally focused on much simpler products and problems so there are not any working examples to refer to. Modern agile software development has proven to be so hasty that there is not enough time for UX research and development. This has resulted in poor feedback and a delayed product schedule. It is important to know how users experience the use of a network management system in different times and situations and which experiences turn their motivation from wanting to use the system to wanting to use some other system instead. Learning to do this in such a challenging environment could be a contribution to the scientific community as well because the most challenging cases can discover new areas of research that can provide knowledge for the good of everyone. The first question was to find out how a UX requirement could be defined and formulated so that everyone could understand and test that the case product follows the UX vision. The second thing to find out was if experts in the R&D organization could be able to relate to the users and be able to discover the experiences that are crucial for the success of the product. And third was to find out if a separate team could improve the product by experimenting with prototypes before new features are taken into implementation. The research method was a semi structured interview for convenient sample of R&D experts and a qualitative analysis of the answers. The result was that UX requirements are complex, dependent on UX strategy, and their exact formulation needs more research and experimentation. It turned out that R&D experts have an opportunity to discover some experiences but not all, and the discovery relies on raising the UX maturity of the organization and introduction of researchers, resources, and creative freedom for the task. The experimentation ahead of implementation appears to involve many caveats but will most probably improve the design dramatically if prerequisites are met

    Investigating User Experiences Through Animation-based Sketching

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    INTERACT 2015 Adjunct Proceedings. 15th IFIP TC.13 International Conference on Human-Computer Interaction 14-18 September 2015, Bamberg, Germany

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    INTERACT is among the world’s top conferences in Human-Computer Interaction. Starting with the first INTERACT conference in 1990, this conference series has been organised under the aegis of the Technical Committee 13 on Human-Computer Interaction of the UNESCO International Federation for Information Processing (IFIP). This committee aims at developing the science and technology of the interaction between humans and computing devices. The 15th IFIP TC.13 International Conference on Human-Computer Interaction - INTERACT 2015 took place from 14 to 18 September 2015 in Bamberg, Germany. The theme of INTERACT 2015 was "Connection.Tradition.Innovation". This volume presents the Adjunct Proceedings - it contains the position papers for the students of the Doctoral Consortium as well as the position papers of the participants of the various workshops

    User Interfaces for Personal Knowledge Management with Semantic Technologies

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    This thesis describes iMapping and QuiKey, two novel user interface concepts for dealing with structured information. iMapping is a visual knowledge mapping technique based on zooming, which combines the advantages of several existing approaches and scales up to very large maps. QuiKey is a text-based tool to interact with graph-structured knowledge bases with very high interaction efficiency. Both tools have been implemented and positively evaluated in user studies
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